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Measuring System Visual Latency through Cognitive Latency on Video See-Through AR devices Robert Gruen 1 , Eyal Ofek 1 , Anthony Steed 1,2 , Ran Gal 1 , Mike Sinclair 1 , and Mar Gonzalez-Franco * 1 1 Microsoft Research, USA 2 University College London, UK Figure 1: Latency was tested both through a hardware instrumentation-based measurement (bottom left) and the new cognitive latency technique (bottom right) on four different devices. The first device, Prism, was an ad-hoc system that attached a pair of colour cameras to an Acer Windows Mixed Reality device (1 top left). This system aimed at providing a top end video see-through quality. We also tested Oculus Quest (2), Oculus Rift S (3) and the Valve Index (4). On the Bottom Left, hardware instrumentation-based measurement setup. Cameras (A and B ) are synchronized to capture at the exact same time by the board (2). While (1) is a clock running at sub-millisecond accuracy. The clock for camera (B) is seen by the HMD (3), which displays the video see-through. The scene was kept well illuminated to reduce automatic exposure time problems of the HMD cameras. On the Bottom Right, a participant performing the rapid decision making task while wearing a see-through VR headset. ABSTRACT Measuring Visual Latency in VR and AR devices has become in- creasingly complicated as many of the components will influence others in multiple loops and ultimately affect the human cognitive and sensory perception. In this paper we present a new method based on the idea that the performance of humans on a rapid mo- tor task will remain constant, and that any added delay will cor- respond to the system latency. We ask users to perform a task inside different video see-through devices and also in front of a com- puter. We also calculate the latency of the systems using a hardware instrumentation-based measurement technique for bench-marking. Results show that this new form of latency measurement through human cognitive performance can be reliable and comparable to hardware instrumentation-based measurement. Our method is adapt- able to many forms of user interaction. It is particularly suitable for * Corresponding author: [email protected] systems, such as AR and VR, where externalizing signals is difficult, or where it is important to measure latency while the system is in use by a user. Index Terms: Human-centered computing—Virtual reality—;—— Computing methodologies—Perception— 1 I NTRODUCTION System latency can be detrimental to the experience of many inter- active setups from touch displays [2, 5] through to virtual reality (VR) systems [13, 18]. The term “latency” refers to a lag somewhere in a system. It is determined by measuring the time difference at two different locations at which a signal goes through the “system” components [12]. The system latency can then be considered to be the accumulation of all the latencies across components that go from the the generation of a signal until it reaches the human. The measurements of these internal electronic signals can be mea- sured using photonic and electronic hardware instrumentation-based measurement techniques. The time for systems to respond to user actions is a complicated combination of transport and synchronization delays of the multiple

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Page 1: Measuring System Visual Latency through Cognitive Latency ......The time for systems to respond to user actions is a complicated ... This method can be a way to measure total system

Measuring System Visual Latency through Cognitive Latency on VideoSee-Through AR devices

Robert Gruen1, Eyal Ofek1, Anthony Steed1,2, Ran Gal1, Mike Sinclair1, and Mar Gonzalez-Franco *1

1Microsoft Research, USA

2University College London, UK

Figure 1: Latency was tested both through a hardware instrumentation-based measurement (bottom left) and the new cognitivelatency technique (bottom right) on four different devices. The first device, Prism, was an ad-hoc system that attached a pair of colourcameras to an Acer Windows Mixed Reality device (1 top left). This system aimed at providing a top end video see-through quality.We also tested Oculus Quest (2), Oculus Rift S (3) and the Valve Index (4). On the Bottom Left, hardware instrumentation-basedmeasurement setup. Cameras (A and B ) are synchronized to capture at the exact same time by the board (2). While (1) is aclock running at sub-millisecond accuracy. The clock for camera (B) is seen by the HMD (3), which displays the video see-through.The scene was kept well illuminated to reduce automatic exposure time problems of the HMD cameras. On the Bottom Right, aparticipant performing the rapid decision making task while wearing a see-through VR headset.

ABSTRACT

Measuring Visual Latency in VR and AR devices has become in-creasingly complicated as many of the components will influenceothers in multiple loops and ultimately affect the human cognitiveand sensory perception. In this paper we present a new methodbased on the idea that the performance of humans on a rapid mo-tor task will remain constant, and that any added delay will cor-respond to the system latency. We ask users to perform a taskinside different video see-through devices and also in front of a com-puter. We also calculate the latency of the systems using a hardwareinstrumentation-based measurement technique for bench-marking.Results show that this new form of latency measurement throughhuman cognitive performance can be reliable and comparable tohardware instrumentation-based measurement. Our method is adapt-able to many forms of user interaction. It is particularly suitable for

*Corresponding author: [email protected]

systems, such as AR and VR, where externalizing signals is difficult,or where it is important to measure latency while the system is inuse by a user.

Index Terms: Human-centered computing—Virtual reality—;——Computing methodologies—Perception—

1 INTRODUCTION

System latency can be detrimental to the experience of many inter-active setups from touch displays [2, 5] through to virtual reality(VR) systems [13,18]. The term “latency” refers to a lag somewherein a system. It is determined by measuring the time difference attwo different locations at which a signal goes through the “system”components [12]. The system latency can then be considered tobe the accumulation of all the latencies across components thatgo from the the generation of a signal until it reaches the human.The measurements of these internal electronic signals can be mea-sured using photonic and electronic hardware instrumentation-basedmeasurement techniques.

The time for systems to respond to user actions is a complicatedcombination of transport and synchronization delays of the multiple

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components inside the system. For VR, those can include latenciesfrom tracking devices [18], visual rendering [13], haptic rendering[34] and audio [24].

Latency affects subjective experience and presence of VR sce-narios as well as task performance during physical interactions orcollaborative tasks [28]. Significant delays can produce simulatorsickness [11]. The effects of latency are therefore quite interlinkedto the human perceptual system [20, 23].

Indeed, humans have an intrinsic latency in their sensory systems[6, 7, 25]. Typical sensory-motor responses depend on the inputmodality. Visual stimuli are first integrated at a neuronal level afterapproximately 200 ms from stimulus [22]. Auditory signals canbe integrated within 100 ms of stimulus [47]. Additional delayin cognition is added in the motor response itself. This createsresponse times closer to 300 ms in visual Eriksen flanker rapidresponse tasks [14, 43]. These afferent paths are embedded in themotor control models [19, 20]. When body semantic violations havebeen described, it is generally assumed that the full re-afferent looptill motor action is integrated at 400 ms [43, 45]. In a task wherethe reaction of the user is requested we would normally expect tohave a minimal response time between 300 and 400 ms. Responsetimes over this level could be expected to be a result of other systemdelays that are not due to human processing of the incoming signals.

Interestingly, cognitive processing remains quite uniform overrepetitions of a task and thus and can be averaged over a number oftrials. Of course, different people will have different latency as theywill have a different expertise and reaction time. However, if the taskis tested within subjects across multiple devices, the theory of humanperception tells us we should be able to assume the processing willbe constant and that any difference in latency will be due to thedifferential latency between systems.

With this in mind we design a perceptual-motor task and exper-iment that will test whether cognitive latency could have enoughconsistency to actually measure visual latency of augmented reality(AR) systems. To validate our theory, we compare the latency ob-tained during the task against a more traditional numeric (electronicclock-based) approach.

We use video see-through AR devices for multiple reasons:(i) they provide access for good hardware instrumentation-basedmeasurements to have robust system comparisons; (ii) they enablean AR experience while enjoying the field of view of VR [9] inwhich we can blend with a real world view [26, 30, 56] and modifyits content if required [51].

1.1 ContributionsThe main contributions of this paper are:

1. We present a new strategy for determining system latency bymeasuring Cognitive Latency. This method can be a way tomeasure total system latency when it is hard to instrument theinput and measure the corresponding output signals. In thiscase we are employing video see-through AR.

2. We provide a standardized canonical test to perform cognitivelatency tests. From the aspect of accuracy, this inferred methodmight suffer relative to a direct measurement but it could mea-sure multiple latencies: not only the photon-to-photon latency,but also the tracking latency. In this paper we focus on thephoton visual latency. However, the method presented couldwork with other senses just as well - there is nothing inherentlyvisual in the method - a user is exposed to a stimulus via thesystem and reports perceiving it.

2 RELATED WORK

2.1 Direct Impacts of LatencyLatency can have a significant impact on the user experience insideVR and AR systems. One of the most obvious impacts is the dis-

played images may lag behind head movements. In a VR this maylead to an effect sometimes referred to as ’swimming’ [1], and inan AR it can lead to virtual and real objects moving relative to eachother, or ’slipping’ [42].

Human interaction is also delayed due to added system latency.For example, reaching or pointing tasks are delayed in the videoinput to the human. This can be investigated from a informationthroughput point of view based on the classic Fitts’s law of humanmovement in human-computer interfaces [16]. Mackenzie and Waremodelled the effect of latency on difficulty of reaching tasks andsuggested that it had a multiplicative effect on difficulty [37]. Thiswas then extended to VR displays where a similar model held formotion in all three directions [54]. Jitter in latency can also have adetrimental impact on similar tasks [53].

Given that system latency has an impact on the user experience,significant engineering effort has been devoted to reducing or hidinglatency. Users also appear to be sensitive to differences in latenciesof approximately 15ms [38]. However, unconscious effects appearto occur at lower levels. On 2D tasks, Kadowaki et al. found thatthere was no difference in performance in a direct touch task at4.3 and 24.4ms [32]. Friston et al. found that performance wasperhaps worse, or at least not better, at very low latencies, possiblyexplained by behaviour of the human motor system having inherentlatency [17]. While this might mean that for VR, it is not clearif latencies need to be lower than currently supported on modernconsumer systems (e.g. less than 20ms is suggested as a desirabletarget for VR and the Oculus systems [15], for AR, especially opticalsee-through, to maintain registration between virtual and real objects,latencies will need to be lower than 1ms (e.g. see [10]). This levelhas been validated by other studies on touch pointing tasks whichhave found that users can identify 1ms latency and 10ms latencystarts to affect their performance [31].

2.2 Latency Measurement

The measurement of latency in immersive systems, and more gen-erally in any type of computer system, has long been a concern ofdevelopers. A common measurement strategy is to use an externalreference which can monitor physical movement or change. Lianget al. measured the latency of a Polhemus Isotrak magnetic trackingsystem by videoing the tracker on a pendulum together with a screenshowing a timestamp of the latest received tracking information. Byreconstructing the pendulum motion from the tracking and notingthe lowest point on the pendulum swing in the video, the latencycould be approximated [36]. Mine provided an overview of sourcesof latency in a system and a technique for measuring latency thathas been highly influential on later work: using a first photodiodeto detect a tracked pendulum swinging past its lowest point and asecond photodiode to detect the lowest point on the rendered versionof the tracked motion [41]. An oscilloscope was used to measuretime differences. A similar approach was used by Papadakis et al.where a rotary encoder signal is compared to a photodiode placedon a screen [44]. These approaches involve extra equipment andsome constraints on the movements of the device. Di Luca removedthe need for constrained motion by having a photodiode attached tothe tracked object that moved in front of a image with a grayscalegradient [13]. By showing a virtual world where the gradient alsomoved depending on the tracking readings, and having photodioderead this display, this produced two varying signal levels which dif-fer in phase. This does require a rather specific display to be created,and thus it is difficult to use in a complete system where renderingtime might be an important part of the latency.

One can simply use a video camera to observe both real and vir-tual motion and note, for example, turning points in the motions [29].This is somewhat sensitive to the accuracy of identification of match-ing points, and can only give latency in multiples of the frame time.A slightly different approach is to match a periodic motion between

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the real and virtual recordings. Swindells et al. proposed videoinga tracked turntable along with a virtual turntable [52]. The anglebetween the two turntables times the angular speed gives the latencyif the rotation speed is constant. Steed proposed a simpler methodthat used a video of a pendulum, but mathematically fitted a sinewave to both real and virtual motion, thus extracting latency fromthe difference in phase [49]. Getting a single video that observesboth the real and virtual scene can be a challenge, especially for ahead-mounted display (HMD). With modern high-speed cameras,this type of outside observer camera-approach can be made real-timeand with resolution beyond the frame rate. (e.g. 1kHz) so that it canreport near-continuous latency values [55].

A key point in latency measurement is being precise about themeasurement method as different methods can return different re-sults [18]. It is also worth noting that latency can vary over time, forexample due to varying frame rates due to differing rendering loadswhen the user looks in different directions. It is important to sampleover multiple events.

Specifically for video-see through AR systems, there are differentcomponents causing various delays, in particular the video passthrough and the virtual graphics. The latency of the former might belower [46] or higher [50], depending on the relative speeds of imagecapture and image rendering. Thus one of the two images might bedelayed so as to synchronize real and virtual images.

An important specification in a video see-through AR systemis the latency at which the real world video is transmitted to thedisplay. This is very similar to glass-to-glass measurements forvideo transmission. For example Bachhuber et al. present a simplesystem on an Arduino micro computer comprising an LED and aphotodiode that can detect the LED’s image on the screen [3]. Toextend this to a system that can detect the latency of every frame ofview, one strategy is to encode the time in the video image. Sielhorstet al. use a pattern of moving dots [48], whereas Billeter et al.suggest a pattern of dots [8]. Our benchmark system measurementapproach is similar to these last two approaches, but to simplify, webuilt a 10 kHz LED clock showing elapsed time in milliseconds.

3 MATERIALS AND METHODS

3.1 DevicesWe tested four different HMDs with video see-through modes, seeFigure 1. The first device was an ad-hoc system, refereed to asPrism, that attached a pair of colour cameras to an Acer WindowsMixed Reality device. We also tested an Oculus Quest which is anuntethered VR system and the Oculus Rift S and the Valve Indexwhich are both tethered VR HMDs (Figure 2).

Figure 2: Image as seen through the display of an Oculus Quest (A)and the Prism setup (B). Valve Index provided similar video qualityand color than the Prism setup (B). While Oculus Rift S was also blackand white like (A).

For the HMDs that required Unity to interface the camera andthe display, we created executables to reduce any latency introducedat run-time. However, this needs to be taken into account, as usingUnity might increase the latency. Nevertheless, we believe that

using an interfacing program such as Unity would be a normal use toaccess the cameras and produce synthetic video for future renderingof see-through and mixed reality systems that combine both videoand synthetic content [26, 51].

3.2 Oculus SpecsBoth the Oculus Quest and Oculus Rift have dual displays at resolu-tions of 1440x1600 per eye at 72Hz (Quest) and LCD 1280x1440per eye at 80Hz (Rift).

Both the Oculus Quest and Oculus Rift S HMDs use low resolu-tion gray level cameras (5 in the rift and 4 in the quest) for trackingthe position of the HMDs and motion controller accessories. Someor all of these camera feeds can be used by both devices to displaythe “real-world” as a backdrop, allowing the user to be aware of thephysical environment.

These tracking cameras are rarely positioned near the user’s eyespointing forward, which leads us to believe that the backdrop imagesare the result of some depth-dependent re-projection and correctionof original pixels. We do not have exact information regarding as toif and how this projection is performed, but the fact that these imagesare calculated on the device and fed directly to the display, withoutthe need to upload them into a host machine, leads us to assumevery low-latency. The specifications of the cameras are unavailableonline to our knowledge.

3.3 Valve Index SpecsThe Valve Index comes with dual 1440x1600 LCDs displays runningat 90Hz and 2 960x960 global shutter RGB (Bayer) Cameras runningat 60Hz. The camera feeds can be accessed on the host machine asa colour video that can be redirected to the HMD using Unity.

3.4 Prism SpecsThis device was an ad-hoc system that attached a pair of colourcameras to an Acer Windows Mixed Reality device. The Acer MRdevice has dual LCD panels with a display resolution of 1440x1440per eye at 90 Hz.

This device was designed to create a close to optimal see-throughAR experience, with low latency and minimising the amount ofre-projection between cameras and the display. The connectionbetween the cameras and the display was facilitated via Unity. Thecameras were calibrated and connected to the screens in a similarway to previous see-through displays [26, 51].

The two cameras used on the Prism device were custom builtusing Omni Vision 4689 sensors [40]. The sensors were configuredto capture video at 90 Hz at a resolution of 1704 x 1440 pixels.These cameras were connected to the host PC via high-speed USBports. The camera sync input was wired directly to a Vsync signalgenerated on the display board of the Acer HMD whose displaysrun at the same frequency.

3.5 Cognitive LatencyWe use a rapid response task similar to the Eriksen flanker task [14]but with a focus on reducing errors rather than inducing them [43].

Participants (n=16, mean age=44, sd=8.5) pressed a large physicalbutton in front of them while they viewed a rendered circle on thecomputer screen (Figure 1). At a random time after they pressedthe button (between 500ms to 3s), the circle changed from whiteto black and the participants were instructed to remove their handfrom the button. They repeated this task until they had completed10 error-free trials for each HMD. An error was noted wheneverusers released a button too early. There was a total error rate of 2%.Errors were not counted as trials, so after errors each participant hadaccomplished at least 10 trials without errors. The data was alsocleaned of outliers whenever there was a response time higher than 2times the standard deviation of the performance per participant anddevice. The number of removed outliers was 29, which represents

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5% of the trials. These numbers together show that participants werequite attentive and waiting for the signal.

This task is performed both directly at the computer screen, aswell via a see-through VR HMD. The PC used black and white ren-dering for the stimuli for all tests so as to be compatible with devicessuch as the Oculus Rift S and Oculus Quest that use monochromecameras. See Figure 2.

The system latency can be calculated for each device assuming thebaseline recorded against a computer (see Figure 7). That baselinewould be the minimal cognitive latency measured during the task.To measure this baseline we asked participants to perform the taskdirectly in front of the computer screen (without wearing any HMD)and we measured the time passed since we rendered the circle tillthe trigger of the button signal. The same time measurement wasused when HMDs where used as the interface to visualize the PCscreen. It is true however that the PC could have some minimal lag,on average below the millisecond.

3.6 Numerical Clock MethodWe measure the latency of the system with a hardwareinstrumentation-based measurement method based on a sub-millisecond accuracy clock. For this experiment we ran the clockdisplay at 10kHz; this showed millisecond digits and tenths of mil-liseconds in the format NNN.N.

Using the clock we measure the system latency through a photon-to-photon metric by comparing the captured time at a particularinstant from a video frame captured from a camera observing theeyepiece video screen inside the AR system and also directly ob-serving the 10kHz clock. In general, any difference between theclock numbers through the two cameras, the one pointing throughthe HMD and the one observing the clock would represent the photo-to-photon latency of the complete system. See measurement setupin Figure 1.

In order to synchronize the two cameras to shoot images at theexact time we built a second board and validated the accuracy byfiring the cameras without any HMD using the setup in Figure 3.

Figure 3: The cameras were observed to be in synchrony with eachother to within a half a millisecond. In the image we show how wevalidate the synchronization: A and B are synchronized to capture atthe exact same time by the board 2. On the right the images captureda particular time.

The clock timer, driven by an Arduino Due board running at84MHz (Figure 4), is capable of updating the clock LED display at inexcess of 100kHz. The Due supports 54 digital IO pins, 32 of whichwere directly wired to four individual seven-segment LEDs. These

digits represented: hundreds, tens, singles, and tenths of elapsedclock pulses. The clock starts from zero and continues to displayelapsed time since the device was powered on. The LED turn-on andturn-off time is sub-microsecond [35], therefore we know that ourclock is sufficient for at least 0.1 millisecond measurements as theLEDs turn on and off faster than we are updating the digit segments.

Figure 4: Millisecond accurate clock based on Arduino Due.

The camera shutter is synchronized via an external Arduino Mega2560 board controller. This camera controller is able to use theremote shutter command port on each camera to trigger the shutterto expose both external cameras at the same time. It is possible tosynchronize different camera models/manufacturers by having thecontroller introduce artificial delays between shutter triggers suchthat both cameras expose simultaneously. Our setup used two Canon5D Mark IV with a 16-35mm F4 lens. Both cameras were set tomanual focus and had shutter speeds set to 1/4000 of a second.

Once everything has been placed in the necessary configuration,the last remaining step is to take multiple, randomly timed picturesof the clock running (Figure 6). Multiple captures will also help usensure the precision of the measurement for cases when the displayand the camera where not in sync.

The computation of the latency is then straight forward. From thewall clock time (t1) subtract the time indicated on the headset displaytime (t2). The remainder should be the photo-to-photon latency ofthe system (L).

L = t1 − t2 (1)

3.7 Synchronization of HMD and Camera CaptureThe last outstanding item to consider is the synchronization of thecamera capture and the HMD display signal. If the two are notsynchronized there is drift between when the camera acquisition ismade and the Vsync signal of the display device. This will manifestitself by varying multiple blank measurements where the image ofthe clock is not captured on the camera through the HMD. Thereare two possible solutions: 1) synchronize the camera and displaysignals, 2) take multiple randomly timed images using the methoddescribed here and use the lowest observed value.

In order to have enough images to quantify the variance in ourimage captures, we left the capturing system on for approximately30 minutes for each device being photographed. During this period,the camera controller was set to record a frame every 5.5 secondswhich resulted in approximately 325 measurements. Of those mea-surements, only a subset were legible due to the aforementionedcamera-display sync disparity.

3.8 HMD See-Through Exposure TimesA final consideration: some see-through cameras have auto-exposuretimes which makes it very difficult to capture latency measurementsprecisely. Generally, we have found that the observed exposure timeon these camera modules to be quite high, above 10ms, determinedby the ambient light present. As such, when you attempt to measurelatency, the clock timer becomes over exposed and it becomes diffi-cult to read the clock digits thereby introducing less precision in the

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measurement (see Figure 5). In these cases you can take multiplemeasurements and attempt to estimate the approximate value andtake their average to give you a rough latency value. However, wefound the best way to ensure the exposures are short was to raise theambient light level. See the added light behind the clock in Figure 3.

Figure 5: Example of attempted measurement using AR camerathat has ”long” exposure versus the wall clock resolution. Notice theinability to read the tens and singles millisecond digits.

3.9 Alternative Hardware Instrumentation-Based Mea-surement Method

We propose an alternate method for capturing latency measurementswhenever having two cameras is not possible. Instead of having asecond camera, it may be possible to have a second display instead.We can inject a signal splitter (HDMI/Displayport) on the headsettether so that we could view the headset display signal on an externaldisplay at the same time than the clock so it is possible to make ameasurement with a single camera (Figure 6).

Figure 6: Setup for the alternate hardware instrumentation-basedmeasurement method. The screen shows a mirror of the actual HMDdisplay at 120Hz. While the real Arduino Clock is standing right in frontof the cameras. This image is taken directly from the measurementcamera.

This approach may introduce additional latency into the systemas the splitter device may have some overhead in splitting the signal.Additionally, displays also usually have some frame buffer which

could result on a larger variability of the signal and added noise.This approach should be used sparingly unless the latency of thesplitter and display are known.

If the aforementioned splitter approach is not viable we couldcapture the display from the headset as shown on the host PC via apreview window. The preview window may also introduce additionallatency because the host system may be not be presenting the samecontent to the preview window as is being sent to the headset. Assuch, this method is the least precise of the three proposed here.

Other items to consider are the refresh rate, response time, anddisplay technology (global shutter, rolling shutter, etc.) of the dis-plays being used. They may differ in different HMDs. Most LCDdisplay panels have a gray-to-gray response time between 4ms and5ms. For our alternate approach verification, we utilized a 120HzOLED monitor with a turn-on and turn-off time of less than 1ms.This means our resulting measurements are accurate to within themillisecond range.

In order to avoid multiple exposures of the digits on the display itis necessary to limit the exposure time of the recording camera. Forour purposes we used an exposure setting of 1/4000th of a secondwhich results in a exposure time of 0.25ms.

This method could be of use when the two camera system is not apossibility. However it would require more measurements to achievea similarly accurate latency metric.

4 RESULTS

4.1 Cognitive Latency Task

All participants completed the same rapid reaction task while wear-ing VR HMDs. We measured the delay in their response from thedifferent devices. This raw cognitive latency can be seen in Figure 7.

Figure 7: The cognitive latency measured during the task.

Overall, when performing the action directly on the PC, partici-pants responded within 335 milliseconds (sd=11). This is alignedwith prior research that has found response times within the rangeof 300 ms, as reported in visual Eriksen flanker rapid responsetasks [14, 43].

The task was completed in the different devices in a counterbalanced order, to avoid learning effects as well as concentration orfatigue.

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On the other devices, participants exhibited reaction times wellover 350 milliseconds. However, the real interest of this task wasnot to calculate just the reaction times on the different devices butthe actual system latency. Our hypothesis then is that the cognitivelatency will remain constant for a particular task for a given partici-pant and that any added latency to the reaction time would be theexpression of the relevant system latencies.

With these reaction times we were able our infer the systemlatency which was basically the reaction time on a particular systemminus the reaction time on the PC. The system latencies calculatedthrough this method are shown in Figure 8 and Table 1.

Figure 8: The system latency calculated through both the cognitiveinferred method and through the hardware instrumentation-basedmeasurement system for each device.

It is possible that through this calculation the actual latency of theHMDs are a bit faster, since the PC display can have some latency(of at least 4 ms). However as the standard error is over 5ms for allof the devices, this would hide any PC display latency.

4.2 Numerical Latency MeasurementWe measured the photon to photon latency using the clock systemdescribed on the material section. We captured images of the clockevery 5.5 seconds during 30 minutes for each device. Due to therefresh rate of the HMDs, only a fraction of all the pictures takenshowed the clock through the see-through video. In total the resultingmeasurement phase resulted in 6 valid measurements for the OculusQuest, 9 for the Oculus Rift, 22 for the Prism, and 17 for the Indexheadset. The Prism headset had a much higher rate of valid picturesdue to it’s AR cameras and displays being synced to the Vsync ofthe displays.

Having multiple measurements allowed also us to detect the em-pirical precision of the hardware instrumentation-based measure-ment method. Overall, we expect this method to have small devi-ations as the cameras are synchronized to within 0.5 milliseconds.The measured results can be found in Table 1 and Figure 8.

1PC (Baseline) response time:335±11

Table 1: Latency across all the devices and methods.

Latency Device (ms±SE)Index Prism Quest Rift S

Cognitive 1 434±9 394±10 411±12 422±12System

(Inferred) 98±5 58±6 75±8 87±7

System(Measured) 94±2.1 54±1.9 81±2.5 85±2.1

4.2.1 Are the methods comparable?

We analyze whether the system latency calculated through the cog-nitive task is comparable to the hardware instrumentation-basedmeasurement findings.

We ran Welch Two sample t-tests between all the results andfind no significant differences between the two methods. Index: t=0.8, df=19.1, p=0.42, CI 95% [-7.2, 16.7]. Prism: t= 0.6, df=15.1,p=0.55, CI 95% [-10, 18.11]. Quest: t= -0.65, df=17.7, p=0.52, CI95% [-25, 13.2]. Rift S: t= 0.19, df=17.5, p=0.84, CI 95% [-15.1,18.1].

Therefore we assume the calculations of system latency throughboth methods were comparable. Variability between the two meth-ods is still the biggest differentiator, but we believe the larger vari-ability in the data seen in the cognitive task inferred method willdecrease as more participants are added.

4.2.2 Which device has less latency?

We are then interested in analyzing whether the observed differencesin latency between devices was statistically significant to find outwhich system exhibited less latency.

The Repeated Measures ANOVA was run on the latencies witha 4 level factor (device) and grouped within subjects. There was asignificant difference between the devices F(3,56) = 5.5, p = 0.002.A post-hoc pairwise comparisons t-test showed that the Index wassignificantly worse in latency than the Quest (p=.01) but not the RiftS (p=.18). There were no significant differences neither between theQuest and the Rift S (p=.22). Meanwhile our ad-hoc see-throughsystem, Prism, was the top performer being significantly better thanall the consumer devices (p less than .02).

Similar results were found when analyzing the hardwareinstrumentation-based measurement method results. Welch testsshowed that the Index implementation of the see-through AR wassignificantly worse in latency than the Quest (p=.01). Using thehardware instrumentation-based measurement method, the Indeximplementation was also significantly worse than the Rift S (p=.01).There were no significant differences between the Quest and the RiftS (p=.29). Meanwhile our ad-hoc see-through system, Prism, wasthe top performer significantly better than all the consumer devices(p less than .03).

A Bartlett test (K2 = 3.4, p = 0.3) showed homogeneity of vari-ances so the data can be analysed with parametric measures (t-testsand RMANOVA).

We believe there are multiple reasons for the difference betweenthe Oculus HMDs and the Valve Index. To start, the Oculus devicesdo not feed back the video to the PC as it is rendered directly fromthe signal inside the HMD. On the contrary, the Index allows for thevideo feed access through the computer and it has to be rendered byadding a layer in Unity. This would add significant latency.

5 DISCUSSION

We looked at two different ways to measure a video AR system’svisual latency. On one hand, we can use accurate sensors to measurethe exact timing of a certain visual stimulus and compare it to anothersensor attached to the HMD display. On the other hand we can

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compare the reaction time of users to a visual stimulus with andwithout wearing the HMD.

The methods have different strengths and weaknesses. An accu-rate synchronized measurement of the original signal and the displayof the HMD is not trivial. There is a need to place a sensor insidethe HMD (most typically without a user wearing it) to capture thesignal trough the HMD optical system, and at the same time havea highly synchronized sensor sensing the visual stimulus (which ismore reliable than using any internal PC event as a trigger). Thedifferences between the displays in size and distance makes a use ofa high frame rate camera a challenge.

On the other hand, using users to estimate the latency does notrequire any additional hardware. The user’s reactions may be used todeduce when they see the stimulus in their HMDs displays or on thePC screen. Note that Oculus Quest does not have a separate screendisplay. However, Oculus have recently released an Oculus Linkcable that connects the Quest to a PC that generates the graphicsfor display. Note that the latency issues here will be very differentbecause the Quest will act as a screen and sensor rig.

The use of a rapid task means that a wide variety of games couldpotentially include a latency measurement task. Users would nothave to be at the lab to report latency, but could be playing in theirliving room. Reaction time to stimuli could be used to generate asampling from a large audience while using a particular application.There may be new opportunities for further optimization of software,or to remote diagnose the state of a VR system. However, largenumbers of users might be needed to evaluate the system latencyif this is variable. The variability within a participant could alsobe confused by variable latency on the system and this needs to betaken into account (Figure 8). However, through larger number ofparticipants or samples one could potentially reduce the noise ofdata gathered from individual differences [21] and then use the restof the variability as a dynamic range.

An important aspect to look at in future work is user sensitivity toexternal distractions. Potentially HMDs might help reduce the totallatency of reaction of a user. This could be due to their limited fieldof view that may limits the motions of their eyes and reduction ofdistractions around the user, in particular around the motion sensitiveperipheral vision. Our experiment was handled in a lab, minimizingsuch effects, but verifying this potentially interesting and useful sideeffect of using HMDs is part of a future work.

5.1 Cognitive task

The rapid reaction task here presented was optimized for visuallatency detection. It could be considered a canonical task that couldbe extended to incorporate other components of VR, such as trackinglatency. For example the task might require the person to movearound before seeing the release signal.

Additionally, the task could also be adapted for VR systemsand existing VR content. Indeed it is possible to envisage runningtests on consumer equipment that has been released already. Forexample, are players of beat saber [4] faster with one particular VRconfiguration?

A limitation of the use of cognitive tasks is precisely this de-pendency on the use of multiple people when comparing latency.It seems that inter-individual differences should be taken into ac-count [21]. However it is not clear if it could be more practical touse a single person with more trials across all devices (similar to ourwork here) than multiple people with fewer samples to average thebetween persons variations who don’t try all the devices.

Furthermore, if in the future system latency was to drop belowthe millisecond scale, this type of cognitive latency measurementcould no longer be possible. On the other hand, that would meanthat there is no longer perceivable lag that can affect the users.

Another possible method to measure cognitive latency withouta motor task, might be based on attentional responses. For exam-

ple, exploiting the P300 measurement, which is a positive voltagehappening in the central part of the scalp at 300 milliseconds aftera stimuli [25, 27]. This would be particularly useful for games thatdo not require immediate measurable user reactions. As eye gaze isbeing added to HMDs (e.g. HoloLens 2, Vive Eye Pro), this mightalso be used to measure attentional responses [33, 39].

Finally, instead of using video stimuli, it may be interesting touse audio. Audio could be displayed through the VR system intothe HMD, or it could be mixed into the audio signal bypassingthe VR system. The difference in reactions times could then beassessed while the user is using the application and it does notrequire removing the HMD. This has advantages over our currentprotocol which needs the user to do the baseline in front of a screen.

6 CONCLUSION

We presented a new method to measure latency based on the ideathat the performance of humans on a rapid motor task will remainconstant, and that any added delay will correspond to the systemlatency.

Using cognitive tasks enables measurement of latency in an eco-logical manner, using actual applications while the users are wearingthe HMDs. We believe that this suggests a new class of latencytechnique where controlled interaction in 3D user interfaces couldbe re-purposed to measure latency. Furthermore we suggest thatthere is an opportunity to crowd-source latency data across manyusers of a particular game or experience.

Such a technique may enable the measuring the latency in dif-ferent contexts, as well as measuring effects on users. More ex-periments will be needed to determine if we can utilize differentcognitive tasks such as more complex motions, interactions or navi-gation.

In future work, we hope to extend this method to measure in-situlatency on other types of mixed-reality system. In particular we areinterested in extending the method to pure VR setups. This willnecessarily involve a more complex visuo-motor task as it will beimportant to factor tracking latency as part of the user experience,whereas our current work has focused only on the visual latency ofa particular class of AR system.

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